Device#trident

trident : boolean Set to true if running a Trident version of Internet Explorer (IE11+) Source code: utils/Device.js (Line 305)

GameObjectCreator#emitter()

emitter(x, y, maxParticles) → {Phaser.Emitter} Creat a new Emitter. An Emitter is a lightweight particle emitter. It can be used for one-time explosions or forcontinuous effects like rain and fire. All it really does is launch Particle objects outat set intervals, and fixes their positions and velocities accorindgly. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate within the Emitter that the particles are emitted from. y number <optio

Create#game

game : Phaser.Game A reference to the currently running Game. Source code: core/Create.js (Line 23)

Stage#name

name : string The name of this object. Default Value _stage_root Source code: core/Stage.js (Line 29)

BitmapData#destroy()

destroy() Destroys this BitmapData and puts the canvas it was using back into the canvas pool for re-use. Source code: gameobjects/BitmapData.js (Line 2024)

Rectangle#empty

empty : boolean Determines whether or not this Rectangle object is empty. A Rectangle object is empty if its width or height is less than or equal to 0.If set to true then all of the Rectangle properties are set to 0. Gets or sets the Rectangles empty state. Source code: geom/Rectangle.js (Line 736)

Game#debug

debug : Phaser.Utils.Debug A set of useful debug utilities. Source code: core/Game.js (Line 256)

Creature#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)

StateManager#destroy()

destroy() Removes all StateManager callback references to the State object, nulls the game reference and clears the States object.You don't recover from this without rebuilding the Phaser instance again. Source code: core/StateManager.js (Line 736)

TimerEvent#loop

loop : boolean True if this TimerEvent loops, otherwise false. Source code: time/TimerEvent.js (Line 55)